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Forums > C64 Coding > Static sprite multiplexing under moving FLD
2018-12-07 22:59
Digger

Registered: Mar 2005
Posts: 437
Static sprite multiplexing under moving FLD

So, I have an 8-sprite static multiplexer under a classic moving FLD and need to switch sprite pointers at constant rasterlines.

Since FLD pushes badlines down too, the pointer switching code executes at various places (including badlines), which basically desyncs everything including the FLD itself.

Any known (and simple enough) solutions to this?
Should I try a clockslide with a delay cycles LUT to compensate?

Thanks!
Digger/ESM
 
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2018-12-08 18:09
Digger

Registered: Mar 2005
Posts: 437
I am just an idiot. It won't work with waiting by wasting cycles comparing $d012, but obviously switching to a new IRQ just solved it.

Fine to close this thread.
2018-12-08 18:12
Rastah Bar
Account closed

Registered: Oct 2012
Posts: 336
@Oswald: probably this one
Ghosts'n Goblins Demo

I think Digger's problem is that he sometimes needs to switch sprite pointers on a badline (when the change in sprite images has to appear one line after a badline). Groepaz made a good suggestion of using overlapping sprite data to solve that.
2018-12-09 05:43
oziphantom

Registered: Oct 2014
Posts: 490
You can patch and fix as well.

So you put the top of the sprite into the bottom of the sprites.. switch the ptrs, then mid sprite you restore the bottom back, no vertical loss, loose timings ( credit to DanP for the tip )
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